Steps to Reproduce

1) Create a Blueprint asset class derived from PrimaryDataAsset.

2) Create an asset of the class from step 1 via Miscellaneous → Data Asset.

3) Create a Blueprint structure and added a property with the type from step 1, assigning a default value from step 2.

4) Create a BehaviourTreeTask class and add a field with the type of the structure from step 3.

5) Create a BehaviourTree and add the task from step 4.

6) Restart the project.

7) Open the behaviour tree & the output log.

8) Observe the error/warnings provided in the callstack section of this report.

Note that opening the user defined structure first will not cause any error/warnings to occur.

User has provided a minimal repro project.

Callstack

LogProperty: Error: FStructProperty::Serialize Loading: Property 'StructProperty /Game/BTT_BTTask.BTT_BTTask_C:AbilityData'. Unknown structure.

LogClass: Warning: Struct Property AbilityData has a struct type mismatch (tag STRUCT_REINST_S_UserDefinedStructure_4(/Engine/Transient) != prop FallbackStruct(/Script/CoreUObject)) in package: /Game/BTT_BTTask. If that struct got renamed, add an entry to ActiveStructRedirects.

LogProperty: Warning: Serialized BlueprintGeneratedClass /Game/DA_AssetClass.DA_AssetClass_C for a property of LinkerPlaceholderClass /Game/S_UserDefinedStructure.PLACEHOLDER-CLASS__DA_AssetClass_C_0. Reference will be nulled.

ReferencingObject = UserDefinedStruct /Game/S_UserDefinedStructure.S_UserDefinedStructure

Property = ObjectProperty /Game/S_UserDefinedStructure.S_UserDefinedStructure:PrimaryAsset_10_620218C04F61459D99F1D0A6AB388374

Item = DA_AssetClass_C /Game/DA_Asset.DA_Asset

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Backlogged
ComponentUE - Framework - Blueprint
Affects Versions5.7
CreatedMar 6, 2026
UpdatedMay 1, 2026
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